The Rules section of the Codex provides an overview of mechanics and behaviours that are commonly found within WarGroove, serving as a look-up guide if the player is unsure about anything.
> Units can move each turn before performing actions.
> The distance a unit is able to move is defined by its movement type and the type of terrain the unit wishes to cover.
> Movement is also affected by weather conditions.
> A unit's movement type can be found in the unit description, whilst the expenditure of movement for entering a particular terrain tile can be found in the terrain description.
> Air units are able to move over all types of traversable terrain at no additional cost.
> Offensive units have access to the 'Attack' action when in range of a hostile unit or structure they are capable of attacking.
> The amount of damage inflicted takes into account the attacker's current health, the attacking unit's effectiveness vs the defending unit and any damage modifiers that may be in effect including:
- Weather
- Terrain Defence
- Critical Hits
> When reduced to zero health, a unit is defeated, and will be removed from the battlefield.
> All Commanders have a special ability called a "Groove". Each Groove is completely unique.
> Grooves need to be fully charged before they can be used. Groove charge is gained when a Commander attacks or is attacked. Defeating a unit grants additional charge. However, attacking and defeating summoned units will not build Groove charge.
> Some Grooves charge faster than others. You can find each Commander's Groove charge speed in their Codex entry.
> Fog of war restricts unit visibility by covering the map in fog tiles.
> Any enemy unit inside a fog tile is invisible to the player.
> Each unit has a sight range. This indicates how many fog tiles are removed around the unit's position.
> Sight is blocked by mountains, walls, forests and reefs.
> A unit can uncover a forest or reef by being placed in an adjacent tile.
> Ground units on mountains gain a sight range increase.
> Dog and turtle sight range is not restricted by terrain type.
> Structures are not hidden by fog of war.
> When moving a unit into a fog-covered tile, if the unit moves through a hidden opposing unit, an Ambush occurs. An Ambush affects play in the following ways:
- Ambushed units stop moving, and their turns end immediately.
- If a naval unit is Ambushed whilst under a bridge, it is immediately defeated
Not all of the information within the Rules segment of the Codex is strictly accurate. Below is a set of corrections for inaccuracies.
Groove: it is stated Commanders gain Groove charge when attacked. This is only true if the Commander is capable of counter-attacking, therefore ranged attacks like from Archers will not provide Groove.
Stronghold: the base damage received is half, this means the average damage is slightly more than half.
Fog of War: the information on Ambushes is outdated, and false. Units that stop on an invalid tile (such as a naval unit on a bridge) will return to the last available tile safely, instead of being immediately defeated.